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he won't get any reinforcements because he is at full strength , just obsolete.

If the 1957 were damaged/wounded, he would get reinforcements of the new type, but otherwise no.
 
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Is there no way to upgrade full-strength units?

Better to just rebuild them?
 
He's been around for years but every now and then he disappears for a while. That's probably why.
 
We've got just about enough Space Marines to fill two Lizards. Maybe four. I don't have the game open just now.
Is that across the entire empire, or just on Earth?

How livable is the planet? Will dumping a ton of bikes on it alter the climate?
Why is bikes slang for nukes?

The planet is rather hot (46 degrees centigrade), but the atmosphere would be breathable if the CO2 were removed. Already has an ocean.
Can terraforming lower the temp? Because that sounds deadly.

and with a +50% scientist working within his own field of expertise (so bonus x4, making +200% instead of +50%)
All scientists get a x4 modifier to their bonus if they work in their own field?
Is +50% the max?

"Beam Fire Control Range" is the one you want, and the biggest multiplier we can get on it is x4 (so... 386,000 km for the tech we're researching now).
Is it a tech that gives us that x4 in range? If so, can that x4 then become higher as we progress in tech?

I figured we might as well explore the new game features, though.
Fully understandable.
Is planet X always called Minerva?
Also, how did you know its name before you reached it?

Also, what are those game features? The artificial LPs?
Also, why would the artifiucial LP go to Jupiter? We can't have one go to Earth's own LP?

The Troops (thirty-two Battalions of Space Marines plus ten HQs and three STO) and their transport (nine Tugs and nine Lizard II drop pod racks) are all ready.
That sounds like way way too few. At best that's 32k troops, at worst 9600 troops. No way that's enough to take an entire planet. Like, the US invaded Iraq with like 150k men. That's around two army corps, or around 10 ish divisions.

Quite an army. Especially considering it's an experimental drop.
I think you misread brigade for batallion. It's batallions we have, not brigades. Not that 32 brigades would be that much. It'd only be around what the US invaded Iraq with.
Rather we'd need several army groups to invade an entire planet.

Wagonlitz just refuses to die. He's 78, and just finished another research project.
Am I good or am I good!
How many finished projects am I up to now?

Once down as low as 40,000, our spare parts inventory has rebounded to nearly a quarter of a million.

I've started once again storing the excess facilities on the moon.
Shouldn't we bring the stockpile even higher before stopping making spares?

We could either use this to make our Fighters even faster (by about 25-30%)... or instead we could design Fighter engines that deliver exactly the same performance as our current Fighter engines (120 EP), but are about 20% more compact. This would allow us to make our Fighters 20 tons lighter, with a corresponding small increase in speed, maneuverability, RADAR cross-section, stealth, the number that will fit in a hangar, etc.
I say smaller, more compact engines. Our fighters already are really fast, IIRC, at like 20k km/s or something like that. We need them to be basicaly small wasps buzzing around. So having stealth, smaller size, etc. would help with that. And better maneuverability isn't bad either.
So yeah, smaller engines.

I'd start off with the commercial engines honestly, enable the civvies to build better freighters and whatnot.
So much this. It'd also allow the civvies to go faster, whihc means more revenue.



How much revenue do we get from the taxes on civilians now?
Last month it was, IIRC, 36%.
 
The Sabre's 25cm Spinal Laser with the new capacitor will fire every odd increment... once every ten seconds. Damage 16 at point blank.
Sounds like that needs to be included in the Sabre VI upgrade, and hence we skip Sabre VI, return of the spares, and go straight to Sabre VII, the laser awakens.
 
We have one more critical tech under research now... improved fire controls. Maybe we should wait for that one.
What does that tech give?
As in, what goes improved fire control net us?
 
Why is bikes slang for nukes?
Because you don't have a monopoly on making typos? (Checking the position of the letters b and n and i and u on a keyboard makes me suspect it's an odd typo for "nukes")
 
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Is that across the entire empire, or just on Earth? - All of our Space Marines are on Earth. Only Garrisons and STO on other colonies.

Why is bikes slang for nukes? - Typo.

Can terraforming lower the temp? Because that sounds deadly. - Yes.

All scientists get a x4 modifier to their bonus if they work in their own field? - Yes.
Is +50% the max? - No.

Is it a tech that gives us that x4 in range? If so, can that x4 then become higher as we progress in tech? - No. x4 is the maximum multiplier possible. Spinal mounts give the Lasers an additional +25% range, but do not increase Fire Control range.

Fully understandable.
Is planet X always called Minerva? - Don't know. This is my first v2.5 game.
Also, how did you know its name before you reached it? - How would we know the planet's name AFTER we reached it? Ask it?

Also, what are those game features? The artificial LPs? - And the new planet.
Also, why would the artifiucial LP go to Jupiter? We can't have one go to Earth's own LP? - It connects to all existing LPs. I just mentioned the one that exists at game start.

That sounds like way way too few. At best that's 32k troops, at worst 9600 troops. No way that's enough to take an entire planet. Like, the US invaded Iraq with like 150k men. That's around two army corps, or around 10 ish divisions. - There was only a small settlement of them on the planet. Thermal 7. The population of Earth is Thermal 101,000 and EM 370,000. Just for comparison.

I think you misread brigade for batallion. It's batallions we have, not brigades. Not that 32 brigades would be that much. It'd only be around what the US invaded Iraq with.
Rather we'd need several army groups to invade an entire planet.

Am I good or am I good!
How many finished projects am I up to now?
sb-944.jpg

Shouldn't we bring the stockpile even higher before stopping making spares? - It takes months to pack them all away on the moon. The stockpile continues to increase while we're doing that.

I say smaller, more compact engines. Our fighters already are really fast, IIRC, at like 20k km/s or something like that. We need them to be basicaly small wasps buzzing around. So having stealth, smaller size, etc. would help with that. And better maneuverability isn't bad either.
So yeah, smaller engines. - That is, in fact, what I did.

So much this. It'd also allow the civvies to go faster, whihc means more revenue. - Yup.

How much revenue do we get from the taxes on civilians now?
Last month it was, IIRC, 36%. - Now a bit over 38%.
Sounds like that needs to be included in the Sabre VI upgrade, and hence we skip Sabre VI, return of the spares, and go straight to Sabre VII, the laser awakens. - Researching new FCs for the Sabres now.

What does that tech give?
As in, what goes improved fire control net us? - Increased firing range. Which improves the to-hit at all ranges. And since weapon damage is dependant (linearly) on the target's range compared to your max range, any increase in max range will boost damage slightly at all ranges greater than point blank.
 
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Because you don't have a monopoly on making typos? (Checking the position of the letters b and n and i and u on a keyboard makes me suspect it's an odd typo for "nukes")
The words "for" and "die" have exactly the same pattern, on a normal keyboard.
 
Yes, I already gave the Sabre VI additional Engineering sections, to reduce the per-shot breakdown chance by 50%.
What's the highest breakdown chance lowering we can get from engineering?

having WAY more naval vessels than peacetime service actually requires
There's no such thing.
As you won't get the time to properly build a navy once war comes.

Operation Tapdancing Centipede
That i s a porn name? Or did we go away from namin the operation after porn stars?

We're still getting data feeds from both of those probes we placed, months ago... one at each planet. Awesome!
How long do the probes last?

He's 10,000 tons, so the Fighters should have no trouble locking their R100 Missile Fire Controls onto him.
What does R100 mean?

With all of the Fighters lumped together into a single formation (78 of them), we turn "Fleet Sync Fire" on... so that everybody will wait until the entire formation is ready to fire, and then all will fire in a single time-on-target salvo.

View attachment 1135256

LOL.

That's about five times as much ordnance as it will actually take to knock them out... an estimate... assuming that they took no damage from the Jerx.

But I want to test these Penetrator puppies. This is the first live test.
Why ddi somefire 3 missiles and some only 2?

Wow.

OK, there's a LOT of stuff on that planet, including Armored units.

Combat report -

Good news : We hit them with 452 nine-factor nukes. That's a lot of pain.

Bad news : There's still lots of them left. We might want to repeat that Fighter strike. Maybe a few times...

First there's several pages like this:

View attachment 1135269

... and then a summary.

View attachment 1135270
Afghans? The Rakhas are teh Taliban?
 
The last use they had for their PD was in anti-ship mode against the Jerx in orbit. Their PD might have still been set to "anti-ship".
Nt sure. It shot at our scout too.

Unfortunately, the PD battery would be more than enough to wreck our Troop Transports. So we'll fire off a string of missiles to test whether the PD is still active.
If there's PD, can't that hit ships too, then?
 
What's the highest breakdown chance lowering we can get from engineering? - It's assymptotic. Each Engineering section that you add accomplishes less than the last one. And each one weighs another 50 tons and requires ten more crew, who require more life support, so it costs more mass and slows you down...

There's no such thing.
As you won't get the time to properly build a navy once war comes.

That i s a porn name? Or did we go away from namin the operation after porn stars? - Dick Forward and his Tap-dancing Centipede! No, I just made up a silly name.

How long do the probes last? - Forever. In previous game versions, they would time out after a few months, with longer life-times as your Reactor tech improved.

What does R100 mean? - Each R is 50 tons. So R11 is 550 tons, and R100 is 5,000 tons.

Why ddi somefire 3 missiles and some only 2? - Box Launcher malfunctions. It aborts that launch.

Afghans? The Rakhas are teh Taliban? - Apparently. Interstellar Mujahaddin.
 
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Nt sure. It shot at our scout too.


If there's PD, can't that hit ships too, then? - Yes, that's why I fired in some more missiles... to check if his PD was still active, as a threat to approaching ships.
 
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Yeah... even after closing in to 130,000 km (about 40% range) my to-hit chance is terrible.
Why did it drop from 2.2% to 1.2%?

Check out the super-unit... it mounts two weapons, each of which does 108 damage.
what does teh penetration part mean? That it does 54 armour damage on top, or that only half of rh 108 damage is internal, no matter how much armour?

Well, it's certainly a learning experience.
Honestly not surprised.
Had I been around I'd have said to bring more men.
We invaded with a mere division. That's what, 15k men at best. Way too little.
To actually have a chance at taking a planet we'd need to invade with a million men at least, and realistically more like 10 million.
 
2% hit change. And there are hundreds of them to shoot at.
Won't it go up if you get closer to the planet?

The downside is that if your tugs are ever busy when you need troops, you'll be in trouble.
Just have some designated tugs for it. Should still be cheaper maintenance wise than outright transport ships, I'd imagie.
Actually, tugs don't take maintenance, right? If so, then it'd not cost anything, so just have some designated ones.

Alternatively, now that their STO is gone, you can just leave them and come back in a century with ultra-heavies of your own.
Wouldn't that just allow the pirates to clear this planet like they cleared the innermost one?

You'll lose the xenoarcheology loot
What can that loot be?
And how much damage does it tak to lose it?

Will that damage the rakhas?

Well... radioactive fallout aside.
Can we do something about that, to remove it?
 
Why did it drop from 2.2% to 1.2%? - Dust? After the first couple of thousand nuclear missiles, the atmosphere turns opaque. the dust level was over 35,000 by the end.

what does teh penetration part mean? That it does 54 armour damage on top, or that only half of rh 108 damage is internal, no matter how much armour? - No idea.

Honestly not surprised.
Had I been around I'd have said to bring more men.
We invaded with a mere division. That's what, 15k men at best. Way too little.
To actually have a chance at taking a planet we'd need to invade with a million men at least, and realistically more like 10 million. - Their colony on Klendathu only has a Thermal signature of 7. Earth is over 100,000 Thermal. It's just a remnant, not a home-world.
 
Won't it go up if you get closer to the planet? - 2% was about the best shot we ever got. Lasers are clean but rarely hit. Missiles cause dust and radiation but hit frequently.

Just have some designated tugs for it. Should still be cheaper maintenance wise than outright transport ships, I'd imagie.
Actually, tugs don't take maintenance, right? If so, then it'd not cost anything, so just have some designated ones.

Wouldn't that just allow the pirates to clear this planet like they cleared the innermost one? - Maybe. The dust makes it awful hard to target anything, though.

What can that loot be? - Factories, Labs, whatever.
And how much damage does it tak to lose it? - Nuclear missiles will do it.

Will that damage the rakhas? - The pops? I'm not sure there were any left by this stage. All their civilians vanish when we take the planet. You can't capture Hazards. AFAIK.

Can we do something about that, to remove it? - Yes. Decontamination Battalions are a thing.
 
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And absolutely possible to meet more Goon planets, though their tech level might be different.
Shuldn't theyy have the same tech level given they're from teh same civ?

If we withdraw, we'll have to do this all again later. We'll see if we can kill him before then.
They can rebuild their units? I thoguht they'd lost the ability to do high tech stuff and that was why they had no fleets.

Eg: a 1-point attack against 3-factor armor has a 10% chance of a kill, because 1^2 + 3^2 = 10.
That makes no sense. By that formula then the more armour the higher the chance to be killed...

Our Admirals have Point Defense missiles! Let's close in and try a few salvos.

Only one hit point of damage, but they're guided (unlike the Lasers).
Are those guilded missiles nuclear too?

It's almost always the Spinal Mount ships that knock out the tanks... either a Sabre or a Blaze.
The blaze are the destroyers, right?

The benefit of breaking off entirely is that I could take much longer turns, and replenish in a few mouse clicks.
Won't that allow them to regroup and replenish, though?
 
Shuldn't theyy have the same tech level given they're from teh same civ? - They have decayed, by different amounts. The different planets have no communications with each other. They each lost different amounts of their history and technology.

They can rebuild their units? I thoguht they'd lost the ability to do high tech stuff and that was why they had no fleets. - Don't know.

That makes no sense. By that formula then the more armour the higher the chance to be killed... - Pardon? The phrase "a 10% chance" means 0.1 probability, yes? And the formula A^2 / (A^2 + B^2) with a=1 and b=3 gives 0.1 probability... and the chance of penetration gets smaller (not larger) as the armor thickness increases.

Are those guilded missiles nuclear too? - All missiles are nuclear.

The blaze are the destroyers, right? - Yes. with both Spinal Mount and PD turrets.

Won't that allow them to regroup and replenish, though? - If they have that capability.
 
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